Your MacOS package won’t run on any Mac newer than OSX 10.10 or 10.11, if you’re using the compiler from Unity. They haven’t kept up in like, a decade.
The error I get on Sonoma 14.6.1 isn’t a security error, but a blanket it can’t be run.
So you are saying, that there is nothing I can change in the unity compiler so it runs on a newer mac? I might add this info to the Readme then, but there is nothing I can do in that case. Thanks for telling me, I don't have a Mac to test it.
Oh, yeah, nothing I know aside from compiling it on a Mac. Unity got alot worse over the last decade, and not making that leap about ten years ago was one of them.
I do play these games on a Mac, and I only have one it might run on. I have a G4 with 10.4; an Intel duo with 10.6 - they would be too old for unity’s compile; and my Intel i7 that retired just a couple years ago runs 10.12 I think and is too new. And so my M1 with Sonoma is just right out. I have a broken Intel duo that it might run on, but that was one where they’d tried to go with a plastic backplane and it cracked.
Sorry! I love how the game has developed, though. The rebalancing in the last web version actually made some choices alot harder - the healing cards and defbuff cleaners were quite cool. Although once you’re in another chapter you have too many cards to try to gather enough to change your combos to dragon burn, for instance.
The game is great although as many others have stated the instant full femme at the end of the first stage is a bit of a let down as its my favorite mechanic (the artwork is absolutely amazing by the way). This actually led me to withdraw my patreon support as it kind of made the game a dead end for interest for me post stage 1 so yeah that's a thing, but I do check back from time to time though. I love the new implementations of enemies and card variations. Looking forward to see what you do in the future
Overall this game is really good, but it doesn't seem to save progress well. If I quit after completing a run and then re-load the game, I only have access to the lowest two difficulty settings. I am only able to go to higher difficulties if I end a run and go start another in the same session.
Also, it would be really nice to have some kind of record of past runs, so you can see how well you've done. Across the Obelisk does this really well; might be worth checking out.
Also I really love the feminizing transformation mechanic, especially in the first level where you get more masculine or feminine as you gain or lose health. I think I'd prefer it to stick with that all the way through, rather than forcing you into being permanently feminine after the first level.
Yeah the progress save is not perfect yet. Maybe it only saves when you lose (will have to check), but it needs a rework for sure. It will be easier once I remove the cloud saves and only keep the local saving.
Yeah a game runs history would be nice, I agree. Something like this will be added after the game is finished :) A gallery and stuff like that are planned also.
I also noticed that sometimes it seems to forget that I entered the Patreon code for a higher tier and I have to re-enter it. Not that big a deal, but kinda annoying, especially if I don't realize it and end up starting a run without the special deck.
I did some more experimenting, and I found this: If I exit a run on the map screen partway through, it generally saves correctly, and I can load back in upon restarting the game. But if I exit the run by clicking "exit" (when given the choice to continue to endless mode or not), the game exits to desktop and when I load back in it's like my run never happened. If I finish the run by dying after beating the first two bosses, the game will unlock the next-highest difficulty, but only if I start a new run immediately. If I exit the game and come back later, it will forget my previous run ever happened and only give me access to difficulty levels 0 and 1. The same will happen if I die before beating the first two bosses (fail the run).
So my workaround so far has been to quit in the middle of a run and come back to it later; then when I finish that run and unlock the next level, I immediately start a new one, get to the map screen, and save it. This does work, but it's weird and inconvenient, and I'd greatly prefer if the higher difficulties would just stay unlocked after exiting and restarting the game.
If all else fails, you could implement a password system for this too: When you unlock a difficulty level, it gives you a password that you can use to unlock that difficulty level in the future. This is very old-school, like back before games could save at all; but I think it would work.
Yes, after defeating the game you should unlock a higher difficulty. (I think it currently happens after beating stage 2 because stage 3 is not finished). You need to beat it on your highest unlocked difficulty, so Page at the beginning.
I hope you saw, that you can set the Difficulty rank to 0, an easier rank is not planned sorry. Maybe you can ask on the discord if anyone can give you tips on how to beat it. Currently no localization is planned. Maybe at a later time, sorry.
Nice game good flow i feel the sexual content seem kinda unimportant and not really anything special but I feel it's a thing it doesn't matter it's there or not
I don't mind using AI to generate different looks and such but I feel you should atleast make it stick to the same drawing style cause it looks a bit bad that some have sort of anime style while others have more realisme based art style
Only have 2 issues with the game i hope will get corrected in future updates
1 the max Health increase card seems to only be obtainable in the first one maybe two runs so if your unlucky you need to always have a lucky hand to stay alive later
2 having to create a new save file EVERY SINGLE TIME you die is very annoying i don't mind if it reset or even better give you a choice where you go back to after last boss you killed or start over completely (cause sometimes you got a nice deck building but lost cause of rng)
On more minor stuff could be nice if you could choose to not pick a relic of none are for your liking but it's fine also to keep it for the challenge
Maybe also rotate the first two tier enemies back just to keep it fresh and make there cards farm able maybe even make it randomise after 3 run so you can have undead goblins and beast for example
Hope you keep working on this and look forward to see an ending of some sort
Thanks glad you like the game. Ai has improved a lot since when I started, The different styles might also happen if I use Loras (special training sets for a certain thing). I could remake all the art at some point with ai and have it all look similar but it is not worth the effort for me. I rather remake it one day with hand drawn art.
1) the max health increase is not needed after stage 2 because the main game ends at stage 3 anyways and you won't have time to increase your max hp. Your problem only happens if you play an endless mode but the game is not set for that. I might make changes to the endless mode, once the main 3 stages are finished. 2) I understand the frustration but this is how Roguelikes work. Also this makes victory taste sweeter as well. I was thinking about adding a replay button for the fight you died on, but I'm not sure yet if I want that, so no promises.
I think you can just click on the close button instead of the relic? Or maybe it's only for cards like this, I'm not sure right now ^^"
For the future the endless mode is planned to have all enemies, but they need to be adjusted for that stage first or they will be way to weak. This will be implemented later after finishing the main game.
Yes, I will finish it don't worry. a V1.0 should happen at the end of 2025 or early 2026.
It's only for card (atleast on android) you can skip by just closing the selections which can be a bit annoying on endless playing around trying to collect the perfect deck for the different monster types and such (goblin is impossible of your forces to pick the no hold after all)
Well don't need a retry button but could be nice if at the very least it just scrub your save or something so you don't have to make a new one hehe I ended up just having them all named "a"
And for health well tier 3 you can still get one shot at some point if you have a bad hand and if you add more tiers (or endless mode) then you will need it in some form even minor
Look forward to the polish on the endless mode
Also have you considered adding some sort of temporary effects based on what you transform into? Like improve slime card for slime or just +1 toxicity? Maybe 1 life steal for demon or something to make them special to turn into?
very fun, and a good deck builder. i think it could be interesting to see tiered transformations as a result of getting a certain race of cards for corruption multiple stages in a row, but i understand if thats a bit of an issue, given the transformations are pretty thorough already.
itch.io just delisted all adult games from search results. This means nearly all traffic for my games is gone. There have been people whose titles have been deleted altogether as well. Spread the word, this injustice must not stand!!!
Because I'm using a Cloud system from unity, saving online, there might be a short delay before you can click the Play button, this is what could fix it for you:
- Ensure a stable internet connection OR no connection at all (offline)
- Wait a couple seconds after clicking on the "I consent" button (do you see this one?)
I hope it is already working for you again :) If not maybe I can further trouble shoot on my discord with you.
Poison is officially broken lol, Managed "2336" Poison on enemy start xD
Not a huge achievement on Page but am in the making on peasant, and let me tell you, it's difficult lol. It's a very fun game I love every aspect, keep up the good work!
There is no way to go back to the title menu in-game outside of either dying or restarting the app. Once you click Play in the title menu, you are also unable to go back to title menu. I'd suggest adding "title menu" to the game menu and make Escape open that menu in most scenes.
The analytics agreement however, is shown every. single. time. Please save the selection.
It'd be cool to keep seeing default card types. For that matter, it'd be cool if the Shop rewards were weighted by respective deck percentages, or randomized, or based on current transformation, and for basic attack/shield to be obtainable (these have ? value). Also, normal cards are mostly weaker versions of other types, but there is no incentive to pick them. ie story, unlocks, achievements, special bonus? I mean, you don't even stay male with 100% default type.
The statuses on enemies is sometimes easy to miss, particularly with taller enemies and thorns blending into certain models. You should put it directly under the health bar, where the eyes are already looking to calculate hp/dmg.
Drag and Drop could be a bit bigger to make using cards on enemies easier. There is also a defense/utility card that requires you to drag to yourself (when other such cards don't).
Offensive cards should be able to drop anywhere (like block cards) if there is only 1 enemy.
Opening your deck, or clicking too fast, can cause the Shopto duplicated remaining options, allowing for 2 uses of each. This may be an endless shop issue specifically, calling the previous shop version by mistake.
Yeah I encountered some bugs, when adding a simple back to menu button and I didn't have time to fix them all. It will be there at one point.
The analytics window works also as small buffer, to load in saves and data. Removing it with saving the selection is currently not a good idea.
I like the shop how it is. It is random but there are not enough cards to see a huge difference. No I don't want it be tailored to your current corruption. If you get your perfect deck every run, there is no fun in the game and achieving some good decks.
In the latest patch I tried to improve the visibility for status effects (patreon version currently), it is a work in progress.
If you can name the card that only buffs the ally and needs a target, I'll fix it, it is obviously not intended to be like this.
I don't feel like dropping a card anywhere for an attack is needed or an improvement. It's just laziness and a minus on immersion.
I will look into the shop bug, you are the first reporting this. If I can reproduce it, I'll fix it.
Generally I thank people for constructive criticism or valuable feedback. But because you wrote very demanding and rather aggressive, I have to tell you, that you are free to make your own game, if you are not happy with how the game is. I'm a solo developer with limited time, the game is still in development, I prioritize what I think is the best and rather have a playable game, that is finished at some point instead of the perfect Menu, where the player is "spared" to click 1 button too much when he starts the game ;)
"I can take criticism." "You're hostile, go make your own game." That was very much not taking constructive criticism well. You don't have to agree, but polish is much more important to users than to devs. Good luck with your game and overly defensive reception of feedback.
the game slowly becomes good here are my findings so far 1. some relics are more hindering for the worth you get, specifically no gold or no heal. if get that the game is over.
2. the slightly harder mode is a little too hard at least for me, out of 10 rounds 2 of them i get to the first boss.
3. the cards at the beginning will not be available after the 3 boss fight, it would be good that the cards will be randomized at the shop after you clear 1 stage so that you are in stage 3 the stage one cards are still available.
1. those relics give a strong upside with 1 more mana, and you only play 1 more stage until the game is finished (after 3 stages officially)
2. The game and the modes are not fully balanced yet, but thanks for your feedback.
3. Yeah, the endless mode is only a placeholder. I will keep some sort of endless mode in the game, where I could change that. But stage 1 cards are usually weaker, or what do you miss from there?
Thanks for the feedback. This is the main theme of the game and story. I could make a checkmark in the options, so you stay male during fights, but the story and events would not change. So I don't see a good way to make it optional
Hi, I wanted to ask if adding the option of disabling the camera shake could be added to the menu. I overall like most of the new visual effects, but the camera shaking upon impact makes me dizzy to the point of not being able to enjoy the game.
Excellent game. There are lots of games obviously inspired by StS, and this is better than most I've played. The art is a little generic (AI I assume) but nice enough.
A couple of minor points - I did find the status markers (poison, strength etc) a bit hard to read. The symbols are very small and can get a bit lost in the character art. The numbers also tend to disappear into the background in snowy scenes. I 'd also like to see larger text generally, the tooltips are in a very small font.
Overall this is very good. The basic mechanics are not especially original, but are fairly well balanced and implemented. A solid, fun deckbuilder that I can see myself playing a good deal of.
Actually a pretty good game. I was able to beat it in one go, but it's still difficult enough to not need any balance changes. It obviously has a lot of gameplay mechanic inspirations from Slay the Spire, but there's still enough unique content that I can't say that it's stolen.
That said, there are some things I would like to see added. Just like in StS, I would like if you could see what the enemy intent is by hovering over it. It's always a guessing game, especially in boss fights where those intents are unique to the enemy.
But actually other than that, I can't really think of anything else. That's just how good this is. I like the special visuals mechanics you have around taking damage, and choosing different cards to your deck. It's a very nice experience overall, and while it does use AI art everywhere, I can understand it because the game is still good enough with it.
Just keep doing what you are doing, you clearly know what you're good at.
Love the game, funny thing being I just played the undead set all day and came to post a comment only to find the dragon set out already.
Game's really fun already, though a few balancing issues to be had.
Spikes need to be buffed, and poison needs to be nerfed. Tried to make a spike build but I could never survive long enough to bring it to fruition. Spikes are just too inefficient since they deplete so quickly compared to how much they cost. You're better off just attacking instead of using them.
Healing also needs a rework, something like 2 uses before it's banished from play that fight but it also individually heals for more. I forget the name but there's that demon card that brings back all 0 cost cards, and I would use that to farm heals every battle. I still ended up losing to a frog girl that stacked 30 poison on me...
The beast set needs more defensive moves, something like a parry move that when used on an attacking opponent it reduces their dmg whilst dealing dmg. Pierce defense would also work nicely with the theme. A reflexive parry would also work amazingly, where for each attack you reduce the dmg and deal dmg.
Would also be nice to have prestige cards or something. Cheap/weak cards that you can bring into your next runs by removing others. Something like a 0 cost 5 dmg quickswipe attack. The starter deck is just too bloated with cards you want to remove quickly to keep the rng from filling your hand with inefficient cards.
Would also be nice if the mystery events are set to not repeat each other each map. I had a map filled with the pits and lost in them all. Ended up with 3 tentacles in my deck and lost against the boss.
You could also have achievement systems to unlock cursed auras on start that make the game harder but gives some unique bonus. Like enemies regen 1 hp per round, but you heal after each win: 10 for normal/ambush or 25 for elite. Another being you start each fight with 2 strength but also with 5 weak. Similarly 2 shield but 5 fragile. Another is you lose 1 gold each turn but gain 20% more rewards from fights.
I agree with spikes from cards, but because I find it strong enough for enemies, I'll probably just increase the amount and not change how the effect behaves.
I feel like heal cards are strong enough, but I'll consider if I add a "remove X poison" on top of it. Poison has its place to counter block-decks etc. Every deck needs a weakness or it becomes boring.
I don't think the beast deck needs defensive moves. You can always go for some mystic cards etc. No one forces you to go 100% beast. An attack that also weakens could be fine though, but I'm not sure if it is needed in stage 1.
There are different starting decks for patreons. The free Version will stay with the basic starter deck for now.
There will be new events in stage 3 (they are not added yet). To counter the repeating events, I just need to add more events. This is currently only a time issue, I would love to have more events ;)
Achievements are planned in the future, but not currently. I might add a Cursed-Gamemode or something in the future after the game is finished. Starting relics that change each run will come soon though :)
Enemy spikes are ok since they either have boss lv health or have teammates. Your own spikes though tend to run out before they do anything near as effective as just attacking them even once. Would be nice to be able to run them in the deck outside super late game when you already have everything else needed to stay alive. I don't think they need more spikes though maybe multipurpose them, like something where it also gives you a little bit of block to supplement your strats instead of being the leftover card you use when there's nothing else.
Heals...are rather weak tbh. Unless you're stacking them at every opportunity you just never have enough to keep up since there'll be times you just have to soak up 20+ dmg a turn. That kind of damage would need 3-5 cards to heal back, but that'd ruin deck rng early-mid game.
An antidote would be...ok-ish, but way too situational since only a low percentage of enemies use it, I'd recommend a remedy card or something like that which cleans up debuffs instead. It'd be useful against most enemies since they tend to spam weak, vulnerable, and fragile. There's also the new dragons that use burn. It's better to not pigeon hole cards so that more players can experiment with them in the deck.
A counter move for the beast deck is almost necessary if you go beyond lv 1 difficulty. I find that the enemies just put out way too much damage beyond lv 2 so you're forced to play too defensively, but I really like the beast auras early game.
Event wise I'd say to hardcode a non-repeat, I just had 2 runs in a row where all the events were the mirror. It was nice to find out those auras stack...though also unfortunately in one I then went through a gauntlet of full teams so they all got buffed, haha!
If you're open to suggestions on events you could have an investment aura, where it takes a portion of your reward each time but then gives it back 2x after beating the stage. Another is a vampire event where you feed them hp, and the more you give the stronger a card(s) you get back. There's also the idea of bartering with goblins where you hand over 2 cards or 75 gold and get a random card.
As a side note, it'd be great to have an 'exit to main menu' button somewhere instead of exiting the game outright. I lost quite a bit of progress and still can't quite get it back because that's what I thought the exit button would do.
I'm sooo looking forward to cursed gamemodes! I think the best one would be one for starting with a reduced deck: half the attacks and blocks, no buffs, etc. You start on hardmode but don't have to waste money on culling your deck for a while!
OOH a cursed deck! Where each card comes with a debuff, like attacks give you fragile and blocks weak, but then! You have a card that does something equal to your total debuffs! Cursed decks would be an amazing mechanic of it's own!
For now I increased the spike amount a bit and added the "antidote" to the heal cards. They will now heal for X and remove X poison and X burn. (this will be live in V0.2.6). If it is enough for the spike cards has to be seen. A cleanse Card is already in game and can be used on allies after V0.2.5. But it removes everything, including buffs.
I never had too many same events in a row. Keep in mind, that there are no new events in Stage 3 yet. I like some of your ideas and will take notes for when the time comes and I work on those things ;)
The Exit button should not remove any progress, so I don't quite know what you mean.
When I first unlocked the lv 3 difficulty after much luck, I did a test run but was failing miserably I wanted to try a full mystic build but because the game quits completely I lost all progress back to lv 0-1.
Later I regained it and made a couple lv 3 files, but it seems to never stick around after leaving the game. I even tried running a build up to the boss and quiting there but it won't let me keep the option for lv 3.
Idk why my luck is so terrible though, as the first event I get in a map almost always determines the rest of them. Worst of all is I get the same results each time I try them. Which is nice for a win streak of events, but it's scary for lost streaks.
Maybe you need to reset player preferences and start fresh in the Options -> Analytics. Sounds like it is not working correctly. It should stick around. When the game is finished I definitely will ditch the online Save so it should become more stable, sorry about that.
I have a question, something that isn't really spelled out in game: is there a reason to go for hard fights? Do they drop more gold or better cards? If it's better cards, how much better? Also, could there be a way to know which enemy set they'll be from?
Yes they give more gold and give stronger elite cards. I think they are worth the risk if you are healthy enough. No, the set they are from is random, sorry.
Thanks for the feedback. I don't think the ability from the demon set that obscure your cards for 1-2 turns is too strong. - They use a turn themself - You can still see your cards Targeting - You can check your remaining deck to guess what cards you might have in the hand
Yes the next Versions are uploaded here as well. Unfortunately the visual Transformations Bug was still not fixed in V0.2.3 because I could not find the cause for it. In V0.2.4 I found the issue and it will be resolved there. The bug is happening if you pick a Relic reward that gives or removes Cards from your deck after Stage 1. In case you want to avoid it, pick another relic.
Updates are happening all 1-2 Months (closer to 1 Month usually)
This is really solid for a One Man Dev team. As someone who enjoys 1. NSFW Games 2. Roguelike/lites and 3. DeckBuilders this is a really great start. The mechanic of adding another class to yours is super unique! I don't have a problem with the current AI art (I've seen some bits of the Art from Paetron so I know you've been working towards it), it actually looks better than most AI art I see on some games here. This game reminds me a lot of another indie NSFW DeckBuilder Roguelike game I played 100% and thoroughly enjoyed, called Last Evil which is 3D instead of 2D.
On the constructive side, I have to agree/echo a sentiment I saw in another comment that for an H-Game it feels too static. Needs more aspects to make it more appealing as an H-Game outside of nude art. If you don't want to go in that direction then you need to hard commit to making the deckbuilding in-depth, varied, and unique. Also, the attack animations for enemies could use a little work.
Plan on being a Paetron member for a month soon to get the newest build!
Also side note, do the taverns heal for a % of your max HP or is it a static number? If static it should be a % because when your max HP is 200+ after 2 elite rooms back to back, 25hp healing feels like a slap in the face.
Hey there, thanks for the feedback+support. I'm not the best at animations yet and like you said I'm a 1 man team. I would love to have more porn animations but it currently would take too much time and I don't want to invest that for the AI "placeholder" version.
Yes I know that the game is not perfect yet for the Phone, I'll need to update it at some point (lacking the time currently). if you tap the card in hand during combat it should be a bit better visible (no zoom tho). Thanks for the feedback.
AI art, as many other folks have said, but I will argue that this is the proper use of it. A solo dev using them as placeholders.
I also appreciate the dev taking things in stride instead of getting too flustered. I see a lot of folks giving flak instead of anything productive and it makes me sad.
As for my own input, my biggest wishlist item is more transformations, but I know more are being worked on, so... yay! And mg biggest complaint is that it feels like a lot of times, it is easy to build up a strong deck, especially via strength and shield increases, but bad draws can quickly ruin you when the baddies get too strong. Skill issue, I know. Also the lack of poison counterplay apart from "kill quicker" is a little ornery. The h-content feels a little lax, but I'll take what is there, especially if we get good scenes as boss rewards. Good 'ol carrot-on-a-stick gameplay.
Overall, its a fun game with promise and an ambitious developer. I'm lookin forward to more!
Don't worry about other people not giving constructive feedback, I have a tough skin ;P
I'm trying to balance the game from time to time, but currently I use my time to get to an ending of the game first :) Same goes for the visual improvements. I might add a cleanse card for the poison but I feel like heal cards are not bad either to counter the poison dmg.
I'm on the latest public Android build, and I can't input a name for my save file... Help if possible. Specifically, the keyboard isn't being pulled up on entering the text box
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Your MacOS package won’t run on any Mac newer than OSX 10.10 or 10.11, if you’re using the compiler from Unity. They haven’t kept up in like, a decade.
The error I get on Sonoma 14.6.1 isn’t a security error, but a blanket it can’t be run.
So you are saying, that there is nothing I can change in the unity compiler so it runs on a newer mac? I might add this info to the Readme then, but there is nothing I can do in that case. Thanks for telling me, I don't have a Mac to test it.
Oh, yeah, nothing I know aside from compiling it on a Mac. Unity got alot worse over the last decade, and not making that leap about ten years ago was one of them.
I do play these games on a Mac, and I only have one it might run on. I have a G4 with 10.4; an Intel duo with 10.6 - they would be too old for unity’s compile; and my Intel i7 that retired just a couple years ago runs 10.12 I think and is too new. And so my M1 with Sonoma is just right out. I have a broken Intel duo that it might run on, but that was one where they’d tried to go with a plastic backplane and it cracked.
Sorry! I love how the game has developed, though. The rebalancing in the last web version actually made some choices alot harder - the healing cards and defbuff cleaners were quite cool. Although once you’re in another chapter you have too many cards to try to gather enough to change your combos to dragon burn, for instance.
But the web version should work on any mac at least, right?
Yes I see the problem with burn, I might add some burn cards earlier as well, so you can build it up a bit. Not sure though.
Yeah, poison has a similar problem.
Maybe a way to batch-remove cards like at the relics?
And yeah, I can also just play on my steam deck.
Yeah, we will see.
So the game runs good on steam deck? first time hearing it :)
没有中文吗,太遗憾了
Es normal que para celulares el juego se congele y de error sin apenas haber visto el menú?
I don't speak Spanish, I can try to help you in english if you need it. The Browser Version is not made for the phone btw.
The game is great although as many others have stated the instant full femme at the end of the first stage is a bit of a let down as its my favorite mechanic (the artwork is absolutely amazing by the way). This actually led me to withdraw my patreon support as it kind of made the game a dead end for interest for me post stage 1 so yeah that's a thing, but I do check back from time to time though. I love the new implementations of enemies and card variations. Looking forward to see what you do in the future
Overall this game is really good, but it doesn't seem to save progress well. If I quit after completing a run and then re-load the game, I only have access to the lowest two difficulty settings. I am only able to go to higher difficulties if I end a run and go start another in the same session.
Also, it would be really nice to have some kind of record of past runs, so you can see how well you've done. Across the Obelisk does this really well; might be worth checking out.
Also I really love the feminizing transformation mechanic, especially in the first level where you get more masculine or feminine as you gain or lose health. I think I'd prefer it to stick with that all the way through, rather than forcing you into being permanently feminine after the first level.
Hey thanks for your feedback!
Yeah the progress save is not perfect yet. Maybe it only saves when you lose (will have to check), but it needs a rework for sure. It will be easier once I remove the cloud saves and only keep the local saving.
Yeah a game runs history would be nice, I agree. Something like this will be added after the game is finished :) A gallery and stuff like that are planned also.
I also noticed that sometimes it seems to forget that I entered the Patreon code for a higher tier and I have to re-enter it. Not that big a deal, but kinda annoying, especially if I don't realize it and end up starting a run without the special deck.
I did some more experimenting, and I found this:
If I exit a run on the map screen partway through, it generally saves correctly, and I can load back in upon restarting the game.
But if I exit the run by clicking "exit" (when given the choice to continue to endless mode or not), the game exits to desktop and when I load back in it's like my run never happened.
If I finish the run by dying after beating the first two bosses, the game will unlock the next-highest difficulty, but only if I start a new run immediately. If I exit the game and come back later, it will forget my previous run ever happened and only give me access to difficulty levels 0 and 1. The same will happen if I die before beating the first two bosses (fail the run).
So my workaround so far has been to quit in the middle of a run and come back to it later; then when I finish that run and unlock the next level, I immediately start a new one, get to the map screen, and save it. This does work, but it's weird and inconvenient, and I'd greatly prefer if the higher difficulties would just stay unlocked after exiting and restarting the game.
If all else fails, you could implement a password system for this too: When you unlock a difficulty level, it gives you a password that you can use to unlock that difficulty level in the future. This is very old-school, like back before games could save at all; but I think it would work.
Thanks for the testing, I will take a look for the next update, the workaround could also be an easy fix. For the moment.
I'm finding page too easy. is there a way to unlock higher difficulties, or are they planned?
Yes, after defeating the game you should unlock a higher difficulty. (I think it currently happens after beating stage 2 because stage 3 is not finished). You need to beat it on your highest unlocked difficulty, so Page at the beginning.
he game is very difficult, but it would be possible to make the level even easier and to make the Russian language
I hope you saw, that you can set the Difficulty rank to 0, an easier rank is not planned sorry. Maybe you can ask on the discord if anyone can give you tips on how to beat it.
Currently no localization is planned. Maybe at a later time, sorry.
Nice game good flow i feel the sexual content seem kinda unimportant and not really anything special but I feel it's a thing it doesn't matter it's there or not
I don't mind using AI to generate different looks and such but I feel you should atleast make it stick to the same drawing style cause it looks a bit bad that some have sort of anime style while others have more realisme based art style
Only have 2 issues with the game i hope will get corrected in future updates
1 the max Health increase card seems to only be obtainable in the first one maybe two runs so if your unlucky you need to always have a lucky hand to stay alive later
2 having to create a new save file EVERY SINGLE TIME you die is very annoying i don't mind if it reset or even better give you a choice where you go back to after last boss you killed or start over completely (cause sometimes you got a nice deck building but lost cause of rng)
On more minor stuff could be nice if you could choose to not pick a relic of none are for your liking but it's fine also to keep it for the challenge
Maybe also rotate the first two tier enemies back just to keep it fresh and make there cards farm able maybe even make it randomise after 3 run so you can have undead goblins and beast for example
Hope you keep working on this and look forward to see an ending of some sort
Thanks glad you like the game.
Ai has improved a lot since when I started, The different styles might also happen if I use Loras (special training sets for a certain thing). I could remake all the art at some point with ai and have it all look similar but it is not worth the effort for me. I rather remake it one day with hand drawn art.
1) the max health increase is not needed after stage 2 because the main game ends at stage 3 anyways and you won't have time to increase your max hp. Your problem only happens if you play an endless mode but the game is not set for that. I might make changes to the endless mode, once the main 3 stages are finished.
2) I understand the frustration but this is how Roguelikes work. Also this makes victory taste sweeter as well. I was thinking about adding a replay button for the fight you died on, but I'm not sure yet if I want that, so no promises.
I think you can just click on the close button instead of the relic? Or maybe it's only for cards like this, I'm not sure right now ^^"
For the future the endless mode is planned to have all enemies, but they need to be adjusted for that stage first or they will be way to weak. This will be implemented later after finishing the main game.
Yes, I will finish it don't worry. a V1.0 should happen at the end of 2025 or early 2026.
It's only for card (atleast on android) you can skip by just closing the selections which can be a bit annoying on endless playing around trying to collect the perfect deck for the different monster types and such (goblin is impossible of your forces to pick the no hold after all)
Well don't need a retry button but could be nice if at the very least it just scrub your save or something so you don't have to make a new one hehe I ended up just having them all named "a"
And for health well tier 3 you can still get one shot at some point if you have a bad hand and if you add more tiers (or endless mode) then you will need it in some form even minor
Look forward to the polish on the endless mode
Also have you considered adding some sort of temporary effects based on what you transform into? Like improve slime card for slime or just +1 toxicity? Maybe 1 life steal for demon or something to make them special to turn into?
very fun, and a good deck builder.
i think it could be interesting to see tiered transformations as a result of getting a certain race of cards for corruption multiple stages in a row, but i understand if thats a bit of an issue, given the transformations are pretty thorough already.
Thanks! Yes that would be fun but currently it's not in the scope sorry. Maybe in the hand drawn version one day...
itch.io just delisted all adult games from search results. This means nearly all traffic for my games is gone. There have been people whose titles have been deleted altogether as well. Spread the word, this injustice must not stand!!!
i press play but it wont start? help
Hey there,
Because I'm using a Cloud system from unity, saving online, there might be a short delay before you can click the Play button, this is what could fix it for you:
- Ensure a stable internet connection OR no connection at all (offline)
- Wait a couple seconds after clicking on the "I consent" button (do you see this one?)
I hope it is already working for you again :) If not maybe I can further trouble shoot on my discord with you.
i loved it so much omg
happy to hear <3
can you make a mobile version I’m good things about this game but can’t play because I only have mobile
There is an Android Version, just download the apk and run it :)
There is no iPhone version, but that's Apples fault.
Poison is officially broken lol, Managed "2336" Poison on enemy start xD
Not a huge achievement on Page but am in the making on peasant, and let me tell you, it's difficult lol. It's a very fun game I love every aspect, keep up the good work!
have Chinese?
No, only english for now.
There is no way to go back to the title menu in-game outside of either dying or restarting the app. Once you click Play in the title menu, you are also unable to go back to title menu. I'd suggest adding "title menu" to the game menu and make Escape open that menu in most scenes.
The analytics agreement however, is shown every. single. time. Please save the selection.
It'd be cool to keep seeing default card types. For that matter, it'd be cool if the Shop rewards were weighted by respective deck percentages, or randomized, or based on current transformation, and for basic attack/shield to be obtainable (these have ? value). Also, normal cards are mostly weaker versions of other types, but there is no incentive to pick them. ie story, unlocks, achievements, special bonus? I mean, you don't even stay male with 100% default type.
The statuses on enemies is sometimes easy to miss, particularly with taller enemies and thorns blending into certain models. You should put it directly under the health bar, where the eyes are already looking to calculate hp/dmg.
Drag and Drop could be a bit bigger to make using cards on enemies easier. There is also a defense/utility card that requires you to drag to yourself (when other such cards don't).
Offensive cards should be able to drop anywhere (like block cards) if there is only 1 enemy.
Opening your deck, or clicking too fast, can cause the Shopto duplicated remaining options, allowing for 2 uses of each. This may be an endless shop issue specifically, calling the previous shop version by mistake.
Hey there...
Yeah I encountered some bugs, when adding a simple back to menu button and I didn't have time to fix them all. It will be there at one point.
The analytics window works also as small buffer, to load in saves and data. Removing it with saving the selection is currently not a good idea.
I like the shop how it is. It is random but there are not enough cards to see a huge difference. No I don't want it be tailored to your current corruption. If you get your perfect deck every run, there is no fun in the game and achieving some good decks.
In the latest patch I tried to improve the visibility for status effects (patreon version currently), it is a work in progress.
If you can name the card that only buffs the ally and needs a target, I'll fix it, it is obviously not intended to be like this.
I don't feel like dropping a card anywhere for an attack is needed or an improvement. It's just laziness and a minus on immersion.
I will look into the shop bug, you are the first reporting this. If I can reproduce it, I'll fix it.
Generally I thank people for constructive criticism or valuable feedback. But because you wrote very demanding and rather aggressive, I have to tell you, that you are free to make your own game, if you are not happy with how the game is. I'm a solo developer with limited time, the game is still in development, I prioritize what I think is the best and rather have a playable game, that is finished at some point instead of the perfect Menu, where the player is "spared" to click 1 button too much when he starts the game ;)
"I can take criticism."
"You're hostile, go make your own game."
That was very much not taking constructive criticism well. You don't have to agree, but polish is much more important to users than to devs. Good luck with your game and overly defensive reception of feedback.
the game slowly becomes good
here are my findings so far
1. some relics are more hindering for the worth you get, specifically no gold or no heal. if get that the game is over.
2. the slightly harder mode is a little too hard at least for me, out of 10 rounds 2 of them i get to the first boss.
3. the cards at the beginning will not be available after the 3 boss fight, it would be good that the cards will be randomized at the shop after you clear 1 stage so that you are in stage 3 the stage one cards are still available.
1. those relics give a strong upside with 1 more mana, and you only play 1 more stage until the game is finished (after 3 stages officially)
2. The game and the modes are not fully balanced yet, but thanks for your feedback.
3. Yeah, the endless mode is only a placeholder. I will keep some sort of endless mode in the game, where I could change that. But stage 1 cards are usually weaker, or what do you miss from there?
Love the game but I am not really into transformation. Any chance that you make that part optional? Because otherwise, this is a really great game.
Thanks for the feedback. This is the main theme of the game and story. I could make a checkmark in the options, so you stay male during fights, but the story and events would not change. So I don't see a good way to make it optional
这都有些什么语言
Great Game, really enjoying it!
Played this game a while back and it is getting better.
Really enjoy the AI drawing. What AI generator/website do you use for the art?
Thanks
It's local stable diffusion with a custom model
Where do i use the cheat code?
Are you a patreon? It's only for patreon/subcribe star supporter...
Dam
Hi, I wanted to ask if adding the option of disabling the camera shake could be added to the menu. I overall like most of the new visual effects, but the camera shaking upon impact makes me dizzy to the point of not being able to enjoy the game.
Thanks and great job on the game :)
Thanks for the feedback, I will look into it if it is possible add it to the options easily!
Excellent game. There are lots of games obviously inspired by StS, and this is better than most I've played. The art is a little generic (AI I assume) but nice enough.
A couple of minor points - I did find the status markers (poison, strength etc) a bit hard to read. The symbols are very small and can get a bit lost in the character art. The numbers also tend to disappear into the background in snowy scenes. I 'd also like to see larger text generally, the tooltips are in a very small font.
Overall this is very good. The basic mechanics are not especially original, but are fairly well balanced and implemented. A solid, fun deckbuilder that I can see myself playing a good deal of.
Thanks for the feedback :)
I agree, that the tooltips and status/intentions are not perfect yet, I will improve them at some point!
Happy you like it!
Actually a pretty good game. I was able to beat it in one go, but it's still difficult enough to not need any balance changes. It obviously has a lot of gameplay mechanic inspirations from Slay the Spire, but there's still enough unique content that I can't say that it's stolen.
That said, there are some things I would like to see added. Just like in StS, I would like if you could see what the enemy intent is by hovering over it. It's always a guessing game, especially in boss fights where those intents are unique to the enemy.
But actually other than that, I can't really think of anything else. That's just how good this is. I like the special visuals mechanics you have around taking damage, and choosing different cards to your deck. It's a very nice experience overall, and while it does use AI art everywhere, I can understand it because the game is still good enough with it.
Just keep doing what you are doing, you clearly know what you're good at.
Thank you for your kind words <3
The tooltip on enemy intention info is on my to do list :)
Love the game, funny thing being I just played the undead set all day and came to post a comment only to find the dragon set out already.
Game's really fun already, though a few balancing issues to be had.
Spikes need to be buffed, and poison needs to be nerfed. Tried to make a spike build but I could never survive long enough to bring it to fruition. Spikes are just too inefficient since they deplete so quickly compared to how much they cost. You're better off just attacking instead of using them.
Healing also needs a rework, something like 2 uses before it's banished from play that fight but it also individually heals for more. I forget the name but there's that demon card that brings back all 0 cost cards, and I would use that to farm heals every battle. I still ended up losing to a frog girl that stacked 30 poison on me...
The beast set needs more defensive moves, something like a parry move that when used on an attacking opponent it reduces their dmg whilst dealing dmg. Pierce defense would also work nicely with the theme. A reflexive parry would also work amazingly, where for each attack you reduce the dmg and deal dmg.
Would also be nice to have prestige cards or something. Cheap/weak cards that you can bring into your next runs by removing others. Something like a 0 cost 5 dmg quickswipe attack. The starter deck is just too bloated with cards you want to remove quickly to keep the rng from filling your hand with inefficient cards.
Would also be nice if the mystery events are set to not repeat each other each map. I had a map filled with the pits and lost in them all. Ended up with 3 tentacles in my deck and lost against the boss.
You could also have achievement systems to unlock cursed auras on start that make the game harder but gives some unique bonus. Like enemies regen 1 hp per round, but you heal after each win: 10 for normal/ambush or 25 for elite. Another being you start each fight with 2 strength but also with 5 weak. Similarly 2 shield but 5 fragile. Another is you lose 1 gold each turn but gain 20% more rewards from fights.
Hello
Glad you like the game!
I agree with spikes from cards, but because I find it strong enough for enemies, I'll probably just increase the amount and not change how the effect behaves.
I feel like heal cards are strong enough, but I'll consider if I add a "remove X poison" on top of it. Poison has its place to counter block-decks etc. Every deck needs a weakness or it becomes boring.
I don't think the beast deck needs defensive moves. You can always go for some mystic cards etc. No one forces you to go 100% beast. An attack that also weakens could be fine though, but I'm not sure if it is needed in stage 1.
There are different starting decks for patreons. The free Version will stay with the basic starter deck for now.
There will be new events in stage 3 (they are not added yet). To counter the repeating events, I just need to add more events. This is currently only a time issue, I would love to have more events ;)
Achievements are planned in the future, but not currently. I might add a Cursed-Gamemode or something in the future after the game is finished. Starting relics that change each run will come soon though :)
Thanks for the detailed feedback!
B.
Enemy spikes are ok since they either have boss lv health or have teammates. Your own spikes though tend to run out before they do anything near as effective as just attacking them even once. Would be nice to be able to run them in the deck outside super late game when you already have everything else needed to stay alive. I don't think they need more spikes though maybe multipurpose them, like something where it also gives you a little bit of block to supplement your strats instead of being the leftover card you use when there's nothing else.
Heals...are rather weak tbh. Unless you're stacking them at every opportunity you just never have enough to keep up since there'll be times you just have to soak up 20+ dmg a turn. That kind of damage would need 3-5 cards to heal back, but that'd ruin deck rng early-mid game.
An antidote would be...ok-ish, but way too situational since only a low percentage of enemies use it, I'd recommend a remedy card or something like that which cleans up debuffs instead. It'd be useful against most enemies since they tend to spam weak, vulnerable, and fragile. There's also the new dragons that use burn. It's better to not pigeon hole cards so that more players can experiment with them in the deck.
A counter move for the beast deck is almost necessary if you go beyond lv 1 difficulty. I find that the enemies just put out way too much damage beyond lv 2 so you're forced to play too defensively, but I really like the beast auras early game.
Event wise I'd say to hardcode a non-repeat, I just had 2 runs in a row where all the events were the mirror. It was nice to find out those auras stack...though also unfortunately in one I then went through a gauntlet of full teams so they all got buffed, haha!
If you're open to suggestions on events you could have an investment aura, where it takes a portion of your reward each time but then gives it back 2x after beating the stage. Another is a vampire event where you feed them hp, and the more you give the stronger a card(s) you get back. There's also the idea of bartering with goblins where you hand over 2 cards or 75 gold and get a random card.
As a side note, it'd be great to have an 'exit to main menu' button somewhere instead of exiting the game outright. I lost quite a bit of progress and still can't quite get it back because that's what I thought the exit button would do.
I'm sooo looking forward to cursed gamemodes! I think the best one would be one for starting with a reduced deck: half the attacks and blocks, no buffs, etc. You start on hardmode but don't have to waste money on culling your deck for a while!
OOH a cursed deck! Where each card comes with a debuff, like attacks give you fragile and blocks weak, but then! You have a card that does something equal to your total debuffs! Cursed decks would be an amazing mechanic of it's own!
For now I increased the spike amount a bit and added the "antidote" to the heal cards. They will now heal for X and remove X poison and X burn. (this will be live in V0.2.6). If it is enough for the spike cards has to be seen. A cleanse Card is already in game and can be used on allies after V0.2.5. But it removes everything, including buffs.
I never had too many same events in a row. Keep in mind, that there are no new events in Stage 3 yet. I like some of your ideas and will take notes for when the time comes and I work on those things ;)
The Exit button should not remove any progress, so I don't quite know what you mean.
When I first unlocked the lv 3 difficulty after much luck, I did a test run but was failing miserably I wanted to try a full mystic build but because the game quits completely I lost all progress back to lv 0-1.
Later I regained it and made a couple lv 3 files, but it seems to never stick around after leaving the game. I even tried running a build up to the boss and quiting there but it won't let me keep the option for lv 3.
Idk why my luck is so terrible though, as the first event I get in a map almost always determines the rest of them. Worst of all is I get the same results each time I try them. Which is nice for a win streak of events, but it's scary for lost streaks.
Maybe you need to reset player preferences and start fresh in the Options -> Analytics. Sounds like it is not working correctly. It should stick around.
When the game is finished I definitely will ditch the online Save so it should become more stable, sorry about that.
There seems to be an issue with the beowser version. I don't have the keyboard pull up to enter a name on Android
Hey there,
The browser Version is not made for Android. You can use it on your PC or download the apk for android
It's a very difficult game
Hey, sorry if it is a bit on the harder side. You can set the difficulty to easier (than the default) in the beginning where you enter a name :)
Is there a way to be perma wolf girl after transformation for the run
no, you are forced to be transformed differently at the end of stage 2 again.
Will this be on Steam? :)
I plan to release the hand-drawn version on steam. But this will still take a long time...
My next games might be a bit shorter and even released to steam before this one.
I have a question, something that isn't really spelled out in game: is there a reason to go for hard fights? Do they drop more gold or better cards? If it's better cards, how much better? Also, could there be a way to know which enemy set they'll be from?
Yes they give more gold and give stronger elite cards. I think they are worth the risk if you are healthy enough. No, the set they are from is random, sorry.
The enemies having the ability to obscure what cards you have on your hand is ridiculous.
Thanks for the feedback. I don't think the ability from the demon set that obscure your cards for 1-2 turns is too strong.
- They use a turn themself
- You can still see your cards Targeting
- You can check your remaining deck to guess what cards you might have in the hand
I hope this helps you :)
Will the 0.2.3 be released to the public? Or at least a version with the bug fixes (even without the new content)
Hey there,
Yes the next Versions are uploaded here as well. Unfortunately the visual Transformations Bug was still not fixed in V0.2.3 because I could not find the cause for it. In V0.2.4 I found the issue and it will be resolved there. The bug is happening if you pick a Relic reward that gives or removes Cards from your deck after Stage 1. In case you want to avoid it, pick another relic.
Updates are happening all 1-2 Months (closer to 1 Month usually)
This is really solid for a One Man Dev team. As someone who enjoys 1. NSFW Games 2. Roguelike/lites and 3. DeckBuilders this is a really great start. The mechanic of adding another class to yours is super unique! I don't have a problem with the current AI art (I've seen some bits of the Art from Paetron so I know you've been working towards it), it actually looks better than most AI art I see on some games here. This game reminds me a lot of another indie NSFW DeckBuilder Roguelike game I played 100% and thoroughly enjoyed, called Last Evil which is 3D instead of 2D.
On the constructive side, I have to agree/echo a sentiment I saw in another comment that for an H-Game it feels too static. Needs more aspects to make it more appealing as an H-Game outside of nude art. If you don't want to go in that direction then you need to hard commit to making the deckbuilding in-depth, varied, and unique. Also, the attack animations for enemies could use a little work.
Plan on being a Paetron member for a month soon to get the newest build!
Also side note, do the taverns heal for a % of your max HP or is it a static number? If static it should be a % because when your max HP is 200+ after 2 elite rooms back to back, 25hp healing feels like a slap in the face.
Hey there, thanks for the feedback+support.
I'm not the best at animations yet and like you said I'm a 1 man team. I would love to have more porn animations but it currently would take too much time and I don't want to invest that for the AI "placeholder" version.
this is preety cool
is there new transformation in 2.2?
no, it will probably be added after most things of the stage are in place. I will write it into the changelogs and it will probably be its own update.
what is the heavenly set?
a new set in stage 3. You can check the changelog for details.
Game is solid. Although i have only played 1 round so far. I have an important note for UX concerns.
Playing Android 0.2.1 : I was completely unable to read any of the relic effects and any modified values on cards.
The hover to read is great on computer but when half or more of the text box is obscured by my finger, I can't read what the object does.
Secondarily, I'd like to be able to hover zoom on cards in hand during combat.
Yes I know that the game is not perfect yet for the Phone, I'll need to update it at some point (lacking the time currently).
if you tap the card in hand during combat it should be a bit better visible (no zoom tho).
Thanks for the feedback.
Is a good game
AI art, as many other folks have said, but I will argue that this is the proper use of it. A solo dev using them as placeholders.
I also appreciate the dev taking things in stride instead of getting too flustered. I see a lot of folks giving flak instead of anything productive and it makes me sad.
As for my own input, my biggest wishlist item is more transformations, but I know more are being worked on, so... yay! And mg biggest complaint is that it feels like a lot of times, it is easy to build up a strong deck, especially via strength and shield increases, but bad draws can quickly ruin you when the baddies get too strong. Skill issue, I know. Also the lack of poison counterplay apart from "kill quicker" is a little ornery. The h-content feels a little lax, but I'll take what is there, especially if we get good scenes as boss rewards. Good 'ol carrot-on-a-stick gameplay.
Overall, its a fun game with promise and an ambitious developer. I'm lookin forward to more!
Hey, thanks for the feedback :)
Don't worry about other people not giving constructive feedback, I have a tough skin ;P
I'm trying to balance the game from time to time, but currently I use my time to get to an ending of the game first :) Same goes for the visual improvements. I might add a cleanse card for the poison but I feel like heal cards are not bad either to counter the poison dmg.
I'm glad you like it overall!
I'm on the latest public Android build, and I can't input a name for my save file... Help if possible. Specifically, the keyboard isn't being pulled up on entering the text box
Never mind, I just closed and re-opened the game, it works